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author | Muhannad Elbolaky <think-basin-amber@duck.com> | 2024-10-14 16:05:54 +0300 |
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committer | Muhannad Elbolaky <think-basin-amber@duck.com> | 2024-10-15 04:54:52 +0300 |
commit | f90d13478a7691d82dce49a07dbcf52d702d070e (patch) | |
tree | 21776ec4a9404dc74952f1812f1f2bcd9da314b5 /doc/classes/BaseMaterial3D.xml | |
parent | c04c1f2fa3cfab0011d9c5af2ecbc807f1baadcf (diff) | |
download | redot-engine-f90d13478a7691d82dce49a07dbcf52d702d070e.tar.gz |
fix: replace "Godot" to "Redot"
Trying to change "Godot" to "Redot" in the doc while acknowledging the reference to previous Godot versions like Godot 3.X.
Diffstat (limited to 'doc/classes/BaseMaterial3D.xml')
-rw-r--r-- | doc/classes/BaseMaterial3D.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index fc8af02869..b4ba75b1d4 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -166,7 +166,7 @@ </member> <member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture"> Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh]. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0"> Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. @@ -290,7 +290,7 @@ <member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture"> Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh]. [b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively. - [b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. + [b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead. </member> <member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture"> |